Files
love/src/modules/graphics/opengl/PixelEffect.cpp
T

290 lines
7.4 KiB
C++

#include "PixelEffect.h"
#include "GLee.h"
namespace
{
// temporarily attaches a shader program (for setting uniforms, etc)
// reattaches the originally active program when destroyed
struct TemporaryAttacher
{
TemporaryAttacher(love::graphics::opengl::PixelEffect* sp) : s(sp)
{
glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
s->attach();
}
~TemporaryAttacher() { glUseProgram(activeProgram); }
love::graphics::opengl::PixelEffect* s;
GLint activeProgram;
};
} // anonymous namespace
namespace love
{
namespace graphics
{
namespace opengl
{
std::map<std::string, GLint> PixelEffect::_texture_unit_pool;
GLint PixelEffect::_current_texture_unit = 0;
GLint PixelEffect::_max_texture_units = 0;
GLint PixelEffect::getTextureUnit(const std::string& name)
{
std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
if (it != _texture_unit_pool.end())
return it->second;
if (++_current_texture_unit >= _max_texture_units)
throw love::Exception("No more texture units available");
_texture_unit_pool[name] = _current_texture_unit;
return _current_texture_unit;
}
PixelEffect::PixelEffect(const std::string& code)
: _program(0), _code(code)
{
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
loadVolatile();
}
bool PixelEffect::loadVolatile()
{
_program = glCreateProgram();
// should only fail if this is called between a glBegin()/glEnd() pair
if (_program == 0)
throw love::Exception("Cannot create shader program object.");
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
// should only fail if this is called between a glBegin()/glEnd() pair
if (shader == 0) {
glDeleteProgram(_program);
throw love::Exception("Cannot create shader object.");
}
// compile fragment shader code
const char* src = _code.c_str();
GLint strlen = _code.length();
glShaderSource(shader, 1, (const GLchar**)&src, &strlen);
glCompileShader(shader);
GLint compile_ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_ok);
if (GL_FALSE == compile_ok) {
// get compiler error
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &strlen);
char *error_str = new char[strlen];
glGetShaderInfoLog(shader, strlen, NULL, error_str);
std::string tmp(error_str);
// cleanup before throw
delete[] error_str;
glDeleteShader(shader);
glDeleteProgram(_program);
// XXX: errorlog may contain escape sequences.
throw love::Exception("Cannot compile shader:\n%s", tmp.c_str());
}
// link fragment shader
GLint link_ok;
glAttachShader(_program, shader);
glLinkProgram(_program);
glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
if (GL_FALSE == link_ok) {
// this should not happen if compiling is ok, but one can never be too careful
// get linker error
std::string tmp(getWarnings());
// cleanup before throw
glDeleteShader(shader);
glDeleteProgram(_program);
throw love::Exception("Cannot compile shader:\n%s", tmp.c_str());
}
glDeleteShader(shader);
return true;
}
PixelEffect::~PixelEffect()
{
unloadVolatile();
}
void PixelEffect::unloadVolatile()
{
glDeleteProgram(_program);
}
std::string PixelEffect::getGLSLVersion()
{
// GL_SHADING_LANGUAGE_VERSION is not available in OpenGL < 2.1.
// Be very pessimistic about the GLSL version in that case.
if (!GLEE_VERSION_2_1)
return "0.0";
// the version string always begins with a version number of the format
// major_number.minor_number
// or
// major_number.minor_number.release_number
std::string versionString((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
size_t minorEndPos = versionString.find(" ");
return versionString.substr(0, minorEndPos);
}
bool PixelEffect::isSupported()
{
return GLEE_VERSION_2_0 && GLEE_ARB_shader_objects && GLEE_ARB_fragment_shader && getGLSLVersion() >= "1.2";
}
std::string PixelEffect::getWarnings() const
{
GLint strlen, nullpos;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
char *temp_str = new char[strlen+1];
// be extra sure that the error string will be 0-terminated
memset(temp_str, '\0', strlen+1);
glGetProgramInfoLog(_program, strlen, &nullpos, temp_str);
temp_str[nullpos] = '\0';
std::string warnings(temp_str);
delete[] temp_str;
return warnings;
}
void PixelEffect::attach()
{
glUseProgram(_program);
}
void PixelEffect::detach()
{
glUseProgram(0);
}
void PixelEffect::sendFloat(const std::string& name, int size, const GLfloat* vec, int count)
{
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
if (size < 1 || size > 4) {
throw love::Exception("Invalid variable size: %d (expected 1-4).", size);
}
switch (size) {
case 4:
glUniform4fv(location, count, vec);
break;
case 3:
glUniform3fv(location, count, vec);
break;
case 2:
glUniform2fv(location, count, vec);
break;
case 1:
default:
glUniform1fv(location, count, vec);
break;
}
// throw error if needed
checkSetUniformError();
}
void PixelEffect::sendMatrix(const std::string& name, int size, const GLfloat* m, int count)
{
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
if (size < 2 || size > 4) {
throw love::Exception("Invalid matrix size: %dx%d "
"(can only set 2x2, 3x3 or 4x4 matrices).", size,size);
}
switch (size) {
case 4:
glUniformMatrix4fv(location, count, GL_FALSE, m);
break;
case 3:
glUniformMatrix3fv(location, count, GL_FALSE, m);
break;
case 2:
default:
glUniformMatrix2fv(location, count, GL_FALSE, m);
break;
}
// throw error if needed
checkSetUniformError();
}
void PixelEffect::sendImage(const std::string& name, const Image& image)
{
GLint texture_unit = getTextureUnit(name);
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, image.getTextureName());
glUniform1i(location, texture_unit);
// reset texture unit
glActiveTexture(GL_TEXTURE0);
// throw error if needed
checkSetUniformError();
}
void PixelEffect::sendCanvas(const std::string& name, const Canvas& canvas)
{
GLint texture_unit = getTextureUnit(name);
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, canvas.getTextureName());
glUniform1i(location, texture_unit);
// reset texture unit
glActiveTexture(GL_TEXTURE0);
// throw error if needed
checkSetUniformError();
}
GLint PixelEffect::getUniformLocation(const std::string& name)
{
std::map<std::string, GLint>::const_iterator it = _uniforms.find(name);
if (it != _uniforms.end())
return it->second;
GLint location = glGetUniformLocation(_program, name.c_str());
if (location == -1) {
throw love::Exception(
"Cannot get location of shader variable `%s'.\n"
"A common error is to define but not use the variable.", name.c_str());
}
_uniforms[name] = location;
return location;
}
void PixelEffect::checkSetUniformError()
{
GLenum error_code = glGetError();
if (GL_INVALID_OPERATION == error_code) {
throw love::Exception(
"Invalid operation:\n"
"- Trying to send the wrong value type to shader variable, or\n"
"- Trying to send array values with wrong dimension, or\n"
"- Invalid variable name.");
}
}
} // opengl
} // graphics
} // love